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Searched refs:useRelaxedPrecision (Results 1 – 3 of 3) sorted by relevance

/external/angle/src/libANGLE/renderer/
Dglslang_wrapper_utils.h113 bool useRelaxedPrecision = false; member
Dglslang_wrapper_utils.cpp1679 if (info.useRelaxedPrecision && info.activeStages[shaderType] && !mFixedVaryingId[id].valid()) in visitVariable()
1693 if (info.useRelaxedPrecision && in transformVariable()
1720 if (info && info->useRelaxedPrecision && info->activeStages[shaderType] && in writeInputPreamble()
1770 if (info && info->useRelaxedPrecision && info->activeStages[shaderType] && in writeOutputPrologue()
3347 if (info->useRelaxedPrecision) in transformDecorate()
3386 if (info->useRelaxedPrecision) in transformDecorate()
3605 if (info->activeStages[mOptions.shaderType] && !info->useRelaxedPrecision) in transformAccessChain()
/external/angle/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.cpp334 info.useRelaxedPrecision = stream->readBool(); in load()
369 stream->writeBool(info.useRelaxedPrecision); in save()
1127 info.useRelaxedPrecision = true; in resolvePrecisionMismatch()
1136 info.useRelaxedPrecision = true; in resolvePrecisionMismatch()